The tunnel that Mandorin looks down goes off for some distance until disappearing into the gloom. Arthrax's tunnel does the same. The only difference between the two is that Arthrax's tunnel has a stale, damp smell coming from it.
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
Who wouldn't like stale and damp. I vote Arthrax's direction 1st
Would an hour have passed since arriving at the pit? Wondering if I need to try and refresh my mage armor, or if I'm still good for a while
"Shall we follow Arthrax's nose down that tunnel?"
"Ok, let's get going then." Mandorin then starts heading down the dark passage, gets a few steps in and says "Well I guess probably need some light." And lights a torch then continues leading the way looking for anything out of place.
Perception:1d20 + 6 ⇒ (14) + 6 = 20
Down the stale hall it is then.
Mandorin notices nothing unusual as the group makes their way farther down the cavern, except the smell getting worse. The cave’s damp air becomes increasingly stale as you continue down through this tunnel, and as you approach this area, the stench of decay grows increasingly evident. The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a male dhampir lies facedown toward the back of the cavern.
Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1
Arthrax draws his sword, glancing about warily as they enter. He looks for whatmighthave caused the dhampir's demise. Perception:1d20 + 1 ⇒ (12) + 1 = 13
Mandorin pulls out his Greatsword and holds it in one hand and the torch in the other looking at the Dhampir. He then looks around the room to see if he can see anything.
Perception:1d20 + 6 ⇒ (15) + 6 = 21
As Mandorin, Arthrax, and Benevolence look around, four creatures step out of the shadows. Two appear as walking corpses with flesh simply falling off their bones while the other two are far more decayed, appearing as nothing more than walking skeletons. With outstretched arms, they stumble towards the group.
Initiative! S:1d20 + 6 ⇒ (3) + 6 = 9 Z:1d20 ⇒ 9 Mandorin:1d20 + 2 ⇒ (17) + 2 = 19 Twyin:1d20 + 5 ⇒ (6) + 5 = 11 Kavaki:1d20 + 1 ⇒ (11) + 1 = 12 Arthrax:1d20 + 1 ⇒ (1) + 1 = 2 Benevolence:1d20 + 3 ⇒ (20) + 3 = 23 Everybody but Arthrax is up!
P.S. Map has been updated.
Mandorin will drop the torch, take a 5 foot step to the Southeast, and with both hands on his greatsword swing at the corpse furthest south.
Power Attack:1d20 + 5 ⇒ (12) + 5 = 172d6 + 9 ⇒ (4, 1) + 9 = 14
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
"What manor of godless evil is this..."
knowledge: religion:1d20 + 5 ⇒ (2) + 5 = 7
Kavakin moves up to join Mandorin's attack on the zombies.
Kavaki decapitates the other zombie as Tywin pulverizes the skeleton to dust. Benevolence releases a burst of positive energy damages the remaining undead. Though injured, the remaining skeleton presses forward and attacks Tywin with two claws...
Attack:1d20 + 2 ⇒ (12) + 2 = 14 Attack:1d20 + 2 ⇒ (3) + 2 = 5
...and misses twice.
Arthrax is up!
Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1
Arthrax shakes his head, apparently he had been daydreaming when those undead had popped up! He steps to Tywin's left, measuring his swing before laying into the creature with his axe.
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
If it comes around again, Kavaki will move next to skeleton and attack
Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1
With the room already crowded, Arthrax will take his torch and move to the entrance to the room, hoping to make sure nothing sneaks up on them while his companions search.
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
Kavaki will take a look around for any usable items on the corpes or in the room.
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
"Threat subdued. Shall we go back and check out the other tunnel not? Perhaps stopping for a moment to let the gillman know it's safe down this way again?"
Among the fallen bodies, you find a note written by the dhampir that details plans to start an army of undead made from the “fish people” who have been frequenting this cave. You also find a +1 longsword and +1 bracers of armor.
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
If no one objects, I would love to toss the bracers on for the rest of the adventure.
"That is a perfect example of karma. Evil begets evil!"
As the rest of the party begins to depart, Graxus continues to sniff around and is rewarded by the discovery of a secret door. Opening it lets in a fresh, cool breeze. Wafting in off that breeze is the faint sounds of combat and a familiar woman’s voice half-shouting and half-reciting, “As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!”
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
"That is Janira! She must not have been able to lose that large bull headed beast. We should hurry and help her!"
Kavaki takes off running in the direction of the sounds.
Running down the tunnel, the group eventually reaches the mouth of the cave and exits above ground. The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. Across the stream, You can see Janira and the minotaur still fighting, though both parties look heavily injured and neither have noticed you yet.
Initiative! Mandorin:1d20 + 2 ⇒ (6) + 2 = 8 Twyin:1d20 + 5 ⇒ (17) + 5 = 22 Kavaki:1d20 + 1 ⇒ (16) + 1 = 17 Arthrax:1d20 + 1 ⇒ (8) + 1 = 9 Benevolence:1d20 + 3 ⇒ (19) + 3 = 22 Janira:1d20 + 6 ⇒ (17) + 6 = 23 Minotaur:1d20 ⇒ 1
At the sight of the group, Janira smiles and calls out “And it was Selmius Foster’s race against a marid and efreeti on the isle of Jalmeray, which taught us that nothing is truly impossible and every situation can end in victory.” She then steps back from the minotaur and casts a healing spell on herself.
Cure Light Wounds:1d8 + 4 ⇒ (5) + 4 = 9 The party is up!
About the terrain:
The full moon above casts provides dim light over the entire area, bright enough to illuminate even the shaded leaf litter beneath the trees. These patches of woodland are also filled with underbrush that behaves as light undergrowth (Core Rulebook 426), creating difficult terrain and concealment. The trees are only a few decades old and do not completely occupy their respective squares. A creature that shares a space with one or more trees benefits from partial cover. The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn. A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flatfooted for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead. The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
Kavaki moves towards the river, then grabs a potion of enlarge person from his bandolier.
Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1
Arthrax will move quickly towards the log bridge, keeping his axe out but stowing his shield for now. He yells wordlessly, "AHHHHH", hoping to draw the beast's attention.
The minotaur moves forward to swing it's axe at Janira...
Attack:1d20 + 7 ⇒ (5) + 7 = 12
..and misses.
Meanwhile, Janira continues to backpedal and lashes out at the minotaur with her whip, attempting to disarm it...
Disarm:1d20 + 4 ⇒ (7) + 4 = 11
...but the beast simply shrugs off the whip as a minor hindrance.
The party is up!
Male Human (Tian) Monk (Flowing Monk)/4, Witch/1: HP (41/41): AC (22/touch=18/flat=14): Saves (Fort=6/Ref=8/Will=8): Initiative +4: Perception +9: Sense Motive +6
Kavaki will chug the potion of enlarge person.
"Why don't you pick on someone your OWN size!"
After he grows to the size of a large creature, Kavaki will then attempt to move acoss river and and on toward the enemy.